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		<title>three.js webgpu - skinning points</title>
		<meta charset="utf-8">
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - skinning points
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/tsl": "../build/three.webgpu.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';
			import { uniform, skinning } from 'three/tsl';

			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

			let camera, scene, renderer;

			let mixer, clock;

			init();

			function init() {

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.set( 0, 300, - 85 );

				scene = new THREE.Scene();
				camera.lookAt( 0, 0, - 85 );

				clock = new THREE.Clock();

				const loader = new GLTFLoader();
				loader.load( 'models/gltf/Michelle.glb', function ( gltf ) {

					const object = gltf.scene;
					mixer = new THREE.AnimationMixer( object );

					const action = mixer.clipAction( gltf.animations[ 0 ] );
					action.play();

					object.traverse( function ( child ) {

						if ( child.isMesh ) {

							child.visible = false;

							const materialPoints = new THREE.PointsNodeMaterial();
							materialPoints.colorNode = uniform( new THREE.Color() );
							materialPoints.positionNode = skinning( child );

							const pointCloud = new THREE.Points( child.geometry, materialPoints );
							scene.add( pointCloud );

						}

					} );

					scene.add( object );

				} );

				//renderer

				renderer = new THREE.WebGPURenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( animate );
				document.body.appendChild( renderer.domElement );

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				const delta = clock.getDelta();

				if ( mixer ) mixer.update( delta );

				renderer.render( scene, camera );

			}

		</script>
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